using Content.Server.Nutrition.EntitySystems; namespace Content.Server.Nutrition.Components { /// /// A food item with this component will be forcefully fed to anyone /// [RegisterComponent, Access(typeof(ForcefeedOnCollideSystem))] public sealed class ForcefeedOnCollideComponent : Component { /// /// Since this component is primarily used by the pneumatic cannon, which adds this comp on throw start /// and wants to remove it on throw end, this is set to false. However, you're free to change it if you want /// something that can -always- be forcefed on collide, or something. /// [DataField("removeOnThrowEnd")] public bool RemoveOnThrowEnd = true; } }